PROJECTILES_VERSION = "0.83"

PROJECTILES_THINK = 0.01

if Projectiles == nil then
  print ( '[PROJECTILES] creating Projectiles' )
  Projectiles = {}
  Projectiles.__index = Projectiles
end

function Projectiles:start()
  Projectiles = self

  if self.thinkEnt == nil then
    self.timers = {}
    
    self.thinkEnt = Entities:CreateByClassname("info_target")
    --self.treeCutter = CreateUnitByName('npc_dummy_unit', Vector(0,0,0) , true, nil, nil, DOTA_TEAM_NOTEAM)
    --self.treeCutter:FindAbilityByName("demiota_dummy_unit"):SetLevel(1)
    --self.treeCutter:AddAbility("tree_cutter")
    --self.treeCutter:FindAbilityByName("tree_cutter"):SetLevel(1)
    
    self.thinkEnt:SetThink("Think", self, "projectiles", PROJECTILES_THINK)
  end
end

function Projectiles:Think()
  if GameRules:State_Get() >= DOTA_GAMERULES_STATE_POST_GAME then
    return
  end

  -- Track game time, since the dt passed in to think is actually wall-clock time not simulation time.
  local now = GameRules:GetGameTime()
  if Projectiles.t0 == nil then
    Projectiles.t0 = now
  end
  local dt = now - Projectiles.t0
  Projectiles.t0 = now

  if dt > 0 then
    -- Process timers
    for k,v in pairs(Projectiles.timers) do
      local bUseGameTime = true
      -- Check if the timer has finished
      if bUseGameTime and GameRules:GetGameTime() > v.endTime then
        -- Remove from timers list
        Projectiles.timers[k] = nil
        
        -- Run the callback
        local status, nextCall = pcall(v.callback, Projectiles, v)

        -- Make sure it worked
        if status then
          -- Check if it needs to loop
          if nextCall then
            -- Change it's end time
            v.endTime = nextCall
            Projectiles.timers[k] = v
          end
        else
          print('[PROJECTILES] Timer error:' .. nextCall)
        end
      end
    end  
  end

  return PROJECTILES_THINK
end

function Projectiles:CreateTimer(name, args)
  if not args.endTime or not args.callback then
    print("Invalid timer created: "..name)
    return
  end

  Projectiles.timers[name] = args
end

function Projectiles:RemoveTimer(name)
  Projectiles.timers[name] = nil
end

function Projectiles:CalcSlope(pos, unit, dir)

  dir = Vector(dir.x, dir.y, 0):Normalized()
  local f = GetGroundPosition(pos + dir, unit)
  local b = GetGroundPosition(pos - dir, unit)

  return (f - b):Normalized() 
end

function Projectiles:CalcNormal(pos, unit, scale)
  scale = scale or 1
  local nscale = -1 * scale
  local zl = GetGroundPosition(pos + Vector(nscale,0,0), unit).z
  local zr = GetGroundPosition(pos + Vector(scale,0,0), unit).z
  local zu = GetGroundPosition(pos + Vector(0,scale,0), unit).z
  local zd = GetGroundPosition(pos + Vector(0,nscale,0), unit).z
  return Vector(zl - zr, zd - zu, 2*scale):Normalized()
end

PROJECTILES_NOTHING = 0
PROJECTILES_DESTROY = 1
PROJECTILES_BOUNCE = 2
PROJECTILES_FOLLOW = 3

function Projectiles:CreateProjectile(projectile)
  -- set defaults
  projectile.vVelocity = projectile.vVelocity or Vector(0,0,0)
  projectile.fDistance = projectile.fDistance or 1000
  projectile.fStartRadius = projectile.fStartRadius or 100
  projectile.fEndRadius = projectile.fEndRadius or 100
  projectile.iPositionCP = projectile.iPositionCP or 0
  projectile.iVelocityCP = projectile.iVelocityCP or 1
  projectile.fExpireTime = projectile.fExpireTime or 10
  projectile.ControlPoints = projectile.ControlPoints or {}
  projectile.UnitBehavior = projectile.UnitBehavior or PROJECTILES_DESTROY
  if projectile.bIgnoreSource == nil then projectile.bIgnoreSource = true end
  if projectile.bMultipleHits == nil then projectile.bMultipleHits = false end
  if projectile.bRecreateOnChange == nil then projectile.bRecreateOnChange = true end
  if projectile.bZCheck == nil then projectile.bZCheck = true end
  projectile.fRehitDelay = projectile.fRehitDelay or 1
  projectile.TreeBehavior = projectile.TreeBehavior or PROJECTILES_DESTROY
  if projectile.bCutTrees == nil then projectile.bCutTrees = false end
  projectile.WallBehavior = projectile.WallBehavior or PROJECTILES_DESTROY
  projectile.GroundBehavior = projectile.GroundBehavior or PROJECTILES_DESTROY
  projectile.bGroundLock = projectile.bGroundLock or false
  projectile.fGroundOffset = projectile.fGroundOffset or 40
  projectile.nChangeMax = projectile.nChangeMax or 1
  projectile.fChangeDelay = projectile.fChangeDelay or .1
  projectile.UnitTest = projectile.UnitTest or function() return false end
  projectile.OnUnitHit = projectile.OnUnitHit or function() return end
  projectile.OnTreeHit = projectile.OnTreeHit or function() return end
  projectile.OnWallHit = projectile.OnWallHit or function() return end
  projectile.OnGroundHit = projectile.OnGroundHit or function() return end
  projectile.OnFinish = projectile.OnFinish or nil

  projectile.ControlPointForwards = projectile.ControlPointForwards or {}
  projectile.ControlPointOrientations = projectile.ControlPointOrientations or {}
  projectile.ControlPointEntityAttaches = projectile.ControlPointEntityAttaches or {}

  if projectile.bTreeFullCollision == nil then projectile.bTreeFullCollision = false end
  projectile.bProvidesVision = projectile.bProvidesVision or false
  if projectile.bFlyingVision == nil then projectile.bFlyingVision = true end
  projectile.iVisionRadius = projectile.iVisionRadius or 200
  projectile.iVisionTeamNumber = projectile.iVisionTeamNumber or projectile.Source:GetTeam()
  projectile.fVisionTickTime = projectile.fVisionTickTime or .1
  if projectile.fVisionTickTime <= 0 then
    projectile.fVisionTickTime = .1
  end
  projectile.fVisionLingerDuration = projectile.fVisionLingerDuration or projectile.fVisionTickTime
  if projectile.fVisionLingerDuration < projectile.fVisionTickTime then
    projectile.fVisionLingerDuration = projectile.fVisionTickTime
  end


  --[[if projectile.TreeBehavior == PROJECTILES_BOUNCE or projectile.WallBehavior == PROJECTILES_BOUNCE 
    or projectile.GroundBehavior == PROJECTILES_BOUNCE or projectile.GroundBehavior == PROJECTILES_FOLLOW then
    projectile.bDynamic = true
  elseif projectile.bDynamic == nil then
    projectile.bDynamic = false
  end]]

  if projectile.vSpawnOrigin and projectile.vSpawnOrigin.unit then
    local attach = projectile.vSpawnOrigin.unit:ScriptLookupAttachment(projectile.vSpawnOrigin.attach)
    local attachPos = projectile.vSpawnOrigin.unit:GetAttachmentOrigin(attach)
    projectile.vSpawnOrigin = attachPos + (projectile.vSpawnOrigin.offset or Vector(0,0,0))
  else
    projectile.vSpawnOrigin = projectile.vSpawnOrigin or Vector(0,0,0)
  end

  projectile.rehit = {}
  projectile.pos = projectile.vSpawnOrigin
  projectile.vel = projectile.vVelocity / 30
  projectile.prevVel = projectile.vel
  projectile.prevPos = projectile.vSpawnOrigin
  projectile.radius = projectile.fStartRadius
  projectile.changes = projectile.nChangeMax

  projectile.spawnTime = GameRules:GetGameTime()
  projectile.changeTime = projectile.spawnTime
  projectile.distanceTraveled = 0

  projectile.visionTick = math.ceil(projectile.fVisionTickTime * 30)
  projectile.currentFrame = projectile.visionTick

  if projectile.fRadiusStep then
    projectile.radiusStep = projectile.fRadiusStep / 30
  else
    projectile.radiusStep = (projectile.fEndRadius - projectile.fStartRadius) / (projectile.fDistance / projectile.vel:Length())
  end

  projectile.id = ParticleManager:CreateParticle(projectile.EffectName, PATTACH_CUSTOMORIGIN, nil)
  ParticleManager:SetParticleAlwaysSimulate(projectile.id)
  for k,v in pairs(projectile.ControlPoints) do
    ParticleManager:SetParticleControl(projectile.id, k, v)
  end
  for k,v in pairs(projectile.ControlPointForwards) do
    ParticleManager:SetParticleControlForward(projectile.id, k, v)
  end
  for k,v in pairs(projectile.ControlPointOrientations) do
    ParticleManager:SetParticleControlOrientation(projectile.id, k, v[1], v[2], v[3])
  end
  for k,v in pairs(projectile.ControlPointEntityAttaches) do
    local unit = v.unit or projectile.Source
    local pattach = v.pattach or PATTACH_CUSTOMORIGIN
    local attachPoint = v.attachPoint
    local origin = v.origin or projectile.vSpawnOrigin
    ParticleManager:SetParticleControlEnt(projectile.id, k, unit, pattach, attachPoint, origin, true)
  end

  ParticleManager:SetParticleControl(projectile.id, projectile.iPositionCP, projectile.vSpawnOrigin)
  if projectile.ControlPointForwards[1] == nil and projectile.ControlPointOrientations[1] == nil then
    ParticleManager:SetParticleControlForward(projectile.id, projectile.iPositionCP, projectile.vel:Normalized())
  end
  --ParticleManager:SetParticleControlEnt(projectile.id, projectile.iPositionCP, projectile.Source, PATTACH_CUSTOMORIGIN, nil, projectile.vSpawnOrigin, true)
  --ParticleManager:SetParticleControlForward(projectile.id, projectile.iPositionCP, projectile.Source:GetForwardVector())

  if projectile.GroundBehavior == PROJECTILES_FOLLOW then
    local future = projectile.pos + projectile.vel
    local ground = GetGroundPosition(projectile.pos, projectile.Source) + Vector(0,0,projectile.fGroundOffset)
    if ground.z > future.z then
      local slope = Projectiles:CalcSlope(ground, projectile.Source, projectile.vel)
      ParticleManager:SetParticleControl(projectile.id, projectile.iVelocityCP, projectile.vel:Length() * slope * 30)
    else
      ParticleManager:SetParticleControl(projectile.id, projectile.iVelocityCP, projectile.vel * 30)
    end
  --[[elseif projectile.GroundBehavior == PROJECTILES_BOUNCE then
    local future = projectile.pos + projectile.vel
    local ground = GetGroundPosition(projectile.pos, projectile.Source) + Vector(0,0,projectile.fGroundOffset)
    if ground.z > future.z then
      local normal = Projectiles:CalcNormal(ground, projectile.Source)
      ParticleManager:SetParticleControl(projectile.id, projectile.iVelocityCP, ((-2 * projectile.vel:Dot(normal) * normal) + projectile.vel) * 30)
    end]]
  else
    ParticleManager:SetParticleControl(projectile.id, projectile.iVelocityCP, projectile.vel * 30)
  end

  --[[if not projectile.bDynamic then
    projectile.changes = 0
    --ParticleManager:ReleaseParticleIndex(projectile.id)
  end]]

  function projectile:GetVelocity()
    return projectile.vel * 30
  end
  function projectile:SetVelocity(newVel, newPos)
    if projectile.changes > 0 then
      projectile.changes = projectile.changes - 1
      projectile.vel = newVel / 30
      projectile.changeTime = GameRules:GetGameTime() + projectile.fChangeDelay
      --print ('setting CP' .. projectile.iVelocityCP .. 'to ' .. tostring(newVel))

      if projectile.bRecreateOnChange then
        ParticleManager:DestroyParticle(projectile.id, true)
        projectile.id = ParticleManager:CreateParticle(projectile.EffectName, PATTACH_CUSTOMORIGIN, nil)
        ParticleManager:SetParticleAlwaysSimulate(projectile.id)
        for k,v in pairs(projectile.ControlPoints) do
          ParticleManager:SetParticleControl(projectile.id, k, v)
        end
        for k,v in pairs(projectile.ControlPointForwards) do
          ParticleManager:SetParticleControlForward(projectile.id, k, v)
        end
        for k,v in pairs(projectile.ControlPointOrientations) do
          ParticleManager:SetParticleControlOrientation(projectile.id, k, v[1], v[2], v[3])
        end
        for k,v in pairs(projectile.ControlPointEntityAttaches) do
          local unit = v.unit or projectile.Source
          local pattach = v.pattach or PATTACH_CUSTOMORIGIN
          local attachPoint = v.attachPoint
          local origin = v.origin or newPos or projectile.pos + projectile.vel
          ParticleManager:SetParticleControlEnt(projectile.id, k, unit, pattach, attachPoint, origin, true)
        end

        ParticleManager:SetParticleControl(projectile.id, projectile.iPositionCP, newPos or projectile.pos + projectile.vel)
        if projectile.ControlPointForwards[1] == nil and projectile.ControlPointOrientations[1] == nil then
          ParticleManager:SetParticleControlForward(projectile.id, projectile.iPositionCP, projectile.vel:Normalized())
        end

        ParticleManager:SetParticleControl(projectile.id, projectile.iVelocityCP, newVel)
      end
    end
  end
  function projectile:Destroy()
    ParticleManager:DestroyParticle(projectile.id, false)
    Projectiles:RemoveTimer(projectile.ProjectileTimerName)
  end

  projectile.ProjectileTimerName = DoUniqueString('proj')
  Projectiles:CreateTimer(projectile.ProjectileTimerName, {
    endTime = GameRules:GetGameTime(),
    useGameTime = true,
    callback = function()
      local curTime = GameRules:GetGameTime()
      local vel = projectile.vel
      local pos = projectile.pos

      if projectile.bGroundLock then
        pos.z = GetGroundPosition(pos, projectile.Source).z + projectile.fGroundOffset
      end

      -- checks
      if curTime > projectile.spawnTime + projectile.fExpireTime or projectile.distanceTraveled > projectile.fDistance then
        ParticleManager:DestroyParticle(projectile.id, false)
        if projectile.OnFinish then
          local status, out = pcall(projectile.OnFinish, projectile, pos)
          if not status then
            print('[PROJECTILES] Collision UnitTest Failure!: ' .. out)
          end
        end
        return
      end
      
      -- update values
      local radius = projectile.radius
      local rad2 = radius * radius
      
      -- debug draw
      if projectile.draw then
        local alpha = 1
        local color = Vector(200,0,0)
        if type(projectile.draw) == "table" then
          alpha = projectile.draw.alpha or alpha
          color = projectile.draw.color or color
        end
        DebugDrawSphere(pos, color, alpha, radius, true, .01)
      end

      -- frame and sub-frame collision checks
      local subpos = pos
      local velLength = vel:Length()
      local tot = math.ceil(velLength / 32) -- lookahead number
      local div = 1 / tot

      -- unit detection prep
      local framehalf = pos + (vel * div * (tot-1))/2
      local framerad = (framehalf - pos):Length() + radius

      --print(tostring(framehalf) .. ' -- ' .. tostring(pos) .. ' -- ' .. (framehalf-pos):Length() .. ' -- ' .. radius)
      --DebugDrawSphere(framehalf, Vector(0,0,200), 0, framerad, true, .01)
      --local ents = Entities:FindAllInSphere(framehalf, framerad)

      --local ents = FindUnitsInRadius(0, framehalf, nil, framerad, DOTA_UNIT_TARGET_TEAM_BOTH, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)
      local ents = nil
      if projectile.filter then
        if type(projectile.filter) == "table" then
          ents = projectile.filter
        else
          local status = nil
          status, ents = pcall(projectile.filter, projectile)
          if not status then
            print('[PROJECTILES] Projectile Filter Failure!: ' .. ents)
          end
        end
      else
        if projectile.bUseFindUnitsInRadius ~= nil then
          if projectile.bUseFindUnitsInRadius then
            ents = FindUnitsInRadius(0, framehalf, nil, framerad, DOTA_UNIT_TARGET_TEAM_BOTH, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)
          else
            ents = Entities:FindAllInSphere(framehalf, framerad)
          end
        else
          if projectile.bZCheck then
            ents = Entities:FindAllInSphere(framehalf, framerad)
          else
            ents = FindUnitsInRadius(0, framehalf, nil, framerad, DOTA_UNIT_TARGET_TEAM_BOTH, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)
          end
        end
      end

      --DebugDrawSphere(pos, Vector(100,100,0), 1, framerad, true, .01)

      for index=1,tot do
        -- unit check
        for i=1,#ents do
          local v = ents[i]

          local zOffset = v.zOffset or 0
          local height = (v.height or 150) + zOffset

          local org = v:GetAbsOrigin()
          local nozorg = Vector(org.x, org.y, 0)
          local nozpos = Vector(subpos.x, subpos.y, 0)
          local nozCheck = VectorDistanceSq(nozpos, nozorg) <= rad2

          local zCheck = true
          if projectile.bZCheck then
            zCheck = subpos.z >= org.z + zOffset and subpos.z <= org.z + height
          end

          if IsValidEntity(v) and v.GetUnitName and v:IsAlive() and (not projectile.bIgnoreSource or (projectile.bIgnoreSource and v ~= projectile.Source)) and nozCheck and zCheck then
            --VectorDistanceSq(nozpos, org) <= rad2 and subpos.z >= orgz + zOffset and subpos.z <= orgz + height then
            local time = projectile.rehit[v:entindex()]
            if time==nil or curTime > time then
              local status, test = pcall(projectile.UnitTest, projectile, v)

              if not status then
                print('[PROJECTILES] Projectile UnitTest Failure!: ' .. test)
              elseif test then
                local status, action = pcall(projectile.OnUnitHit, projectile, v)
                if not status then
                  print('[PROJECTILES] Projectile OnUnitHit Failure!: ' .. action)
                end

                if projectile.UnitBehavior == PROJECTILES_DESTROY then
                  ParticleManager:DestroyParticle(projectile.id, false)
                  if projectile.OnFinish then
                    local status, out = pcall(projectile.OnFinish, projectile, subpos)
                    if not status then
                      print('[PROJECTILES] Projectile OnFinish Failure!: ' .. out)
                    end
                  end
                  return
                elseif projectile.UnitBehavior == PROJECTILES_BOUNCE then
                  -- bounce math
                end

                if projectile.bMultipleHits then
                  projectile.rehit[v:entindex()] = curTime + projectile.fRehitDelay
                else
                  projectile.rehit[v:entindex()] = curTime + 10000
                end
              end
            end
          end
        end

        local navConnect = not GridNav:IsTraversable(subpos) or GridNav:IsBlocked(subpos) -- GNV connect
        local ground = GetGroundPosition(subpos, projectile.Source) + Vector(0,0,projectile.fGroundOffset)
        --print(tostring(ground.z) .. ' -- ' .. tostring(pos.z))
        local groundConnect = ground.z > pos.z -- ground
        if navConnect then
          if projectile.bCutTrees or projectile.TreeBehavior ~= PROJECTILES_NOTHING then
            local ents = GridNav:GetAllTreesAroundPoint(subpos, projectile.radius, projectile.bTreeFullCollision)
            --print('tree hit')
            --local vec = Vector(GridNav:GridPosToWorldCenterX(GridNav:WorldToGridPosX(subpos.x)), GridNav:GridPosToWorldCenterY(GridNav:WorldToGridPosY(subpos.y)), ground.z - projectile.fGroundOffset)
            --DebugDrawCircle(vec, Vector(200,200,200), 100, 10, true, .5)
            --local ents = Entities:FindAllByClassnameWithin("ent_dota_tree", vec, 70)
            
            for i=1,#ents do
              local tree = ents[i]
              if not projectile.bZCheck or (pos.z < ground.z + 280 + radius - projectile.fGroundOffset and pos.z + radius + projectile.fGroundOffset > ground.z) then
                if projectile.bCutTrees then
                  tree:CutDown(projectile.Source:GetTeamNumber())
                  navConnect = not GridNav:IsTraversable(subpos) or GridNav:IsBlocked(subpos)
                end

                if projectile.bCutTrees or projectile.TreeBehavior ~= PROJECTILES_NOTHING then
                  local status, action = pcall(projectile.OnTreeHit, projectile, tree)
                  if not status then
                    print('[PROJECTILES] Projectile OnTreeHit Failure!: ' .. action)
                  end
                end

                if projectile.TreeBehavior == PROJECTILES_DESTROY then
                  ParticleManager:DestroyParticle(projectile.id, false)
                  if projectile.OnFinish then
                    local status, out = pcall(projectile.OnFinish, projectile, subpos)
                    if not status then
                      print('[PROJECTILES] Projectile OnFinish Failure!: ' .. out)
                    end
                  end
                  return
                elseif projectile.TreeBehavior == PROJECTILES_BOUNCE and projectile.changes > 0 and curTime >= projectile.changeTime then
                  -- bounce calculation
                end
              end
            end
          end
        end
        if projectile.WallBehavior ~= PROJECTILES_NOTHING and groundConnect then--ground.z > projectile.prevPos.z then
          local normal = Projectiles:CalcNormal(ground, projectile.Source, 32)
          --print(normal)
          if normal.z < .6 then
            local vec = Vector(GridNav:GridPosToWorldCenterX(GridNav:WorldToGridPosX(subpos.x)), GridNav:GridPosToWorldCenterY(GridNav:WorldToGridPosY(subpos.y)), ground.z)
            local status, action = pcall(projectile.OnWallHit, projectile, vec)
            if not status then
              print('[PROJECTILES] Projectile OnWallHit Failure!: ' .. action)
            end

            if projectile.WallBehavior == PROJECTILES_DESTROY then
              ParticleManager:DestroyParticle(projectile.id, false)
              if projectile.OnFinish then
                local status, out = pcall(projectile.OnFinish, projectile, subpos)
                if not status then
                  print('[PROJECTILES] Projectile OnFinish Failure!: ' .. out)
                end
              end
              return
            elseif projectile.WallBehavior == PROJECTILES_BOUNCE and projectile.changes > 0 and curTime >= projectile.changeTime then
              -- bounce calculation
              --local normal = Projectiles:CalcNormal(ground, projectile.Source)
              --DebugDrawLine_vCol(subpos, subpos + normal * 200, Vector(255,255,255), true, 1)
              -- remove z
              normal.z = 0
              normal = normal:Normalized()
              --DebugDrawLine_vCol(subpos, subpos + normal * 200, Vector(0,255,0), true, 1)
              projectile:SetVelocity(((-2 * vel:Dot(normal) * normal) + vel) * 30, subpos)
              break
            end
          end
        end
        if projectile.GroundBehavior ~= PROJECTILES_NOTHING and groundConnect then
            --print('groundConnect')
            if projectile.GroundBehavior == PROJECTILES_DESTROY then
              ParticleManager:DestroyParticle(projectile.id, false)
              local status, action = pcall(projectile.OnGroundHit, projectile, ground)
              if not status then
                print('[PROJECTILES] Projectile OnGroundHit Failure!: ' .. action)
              end

              local status, out = pcall(projectile.OnFinish, projectile, subpos)
              if not status then
                print('[PROJECTILES] Projectile OnFinish Failure!: ' .. out)
              end
              return
            elseif projectile.GroundBehavior == PROJECTILES_BOUNCE and projectile.changes > 0 and curTime >= projectile.changeTime then
              -- bounce calculation
              local status, action = pcall(projectile.OnGroundHit, projectile, ground)
              if not status then
                print('[PROJECTILES] Projectile OnGroundHit Failure!: ' .. action)
              end

              local normal = Projectiles:CalcNormal(ground, projectile.Source)
              projectile:SetVelocity(((-2 * vel:Dot(normal) * normal) + vel) * 30, subpos)
              --v:SetPhysicsVelocity(((-2 * newVelocity:Dot(normal) * normal) + newVelocity) * self.multiplier * 30)
              break

            elseif projectile.GroundBehavior == PROJECTILES_FOLLOW and projectile.changes > 0 and curTime >= projectile.changeTime then
              -- follow calculation
              
              local slope = Projectiles:CalcSlope(ground, projectile.Source, vel)
              local dir = vel:Normalized()
              --projectile.fGroundOffset = projectile.fGroundOffset - 10
              --print('follow ' .. slope:Dot(vel:Normalized()) .. ' -- ' .. projectile.changes)
              if dir.z < slope.z and slope:Dot(dir) < 1 then
                local status, action = pcall(projectile.OnGroundHit, projectile, ground)
                if not status then
                  print('[PROJECTILES] Projectile OnGroundHit Failure!: ' .. action)
                end
                --projectile.fGroundOffset = projectile.fGroundOffset - 10
                --print('follow under')
                projectile:SetVelocity(velLength * 30 * slope, subpos)
              end
              break
            end
        end
        --DebugDrawCircle(subpos, Vector(200,200,200), 100, 10, true, .01)
        subpos = pos + vel * (div * index)

        if projectile.distanceTraveled + (subpos-pos):Length() > projectile.fDistance then
          ParticleManager:DestroyParticle(projectile.id, false)
          if projectile.OnFinish then
            local status, out = pcall(projectile.OnFinish, projectile, subpos)
            if not status then
              print('[PROJECTILES] Projectile OnFinish Failure!: ' .. out)
            end
          end
          return
        end

        if projectile.bGroundLock then
          subpos.z = GetGroundPosition(subpos, projectile.Source).z + projectile.fGroundOffset
        end
      end

      if projectile.bProvidesVision then
        if projectile.currentFrame == projectile.visionTick then
          AddFOWViewer(projectile.iVisionTeamNumber, projectile.pos, projectile.iVisionRadius, projectile.fVisionLingerDuration, not projectile.bFlyingVision)
          projectile.currentFrame = 0
        else
          projectile.currentFrame = projectile.currentFrame + 1
        end
      end

      projectile.radius = radius + projectile.radiusStep
      projectile.prevPos = projectile.pos
      projectile.distanceTraveled = projectile.distanceTraveled + velLength
      projectile.pos = pos + vel


      return curTime
    end
  })

  return projectile
end

if not Projectiles.timers then Projectiles:start() end
